Experience


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Thanee said:
I guess the main question is... When will thatdarncat and DM_Matt be finished with their characters? ;)

Bye
Thanee

My life has basically gone crazy. It also doesn't help that I have a character concept that I am having trouble properly expressing numerically. I'm haivng trouble getting builds I like. I'll get sometihng in soon though.
 

You want some help DM Matt? My AIM name is Catcall606 if you want to chat about it, I'm pretty good at solving gaming problems, and if nothing else I could be a sounding board.
 



Rana

How does this sound for starters? :D

Rana

Favored Soul of Kord 12th level
Alignment CG

Str 14 - 14(base)
Dex 12 - 10(base)+2(enh)
Con 18 - 14(base)+4(enh)
Int 13 - 13(base)
Wis 16 - 14(base)+2(enh)
Cha 18 - 13(base)+3(lvl)+2(enh)

HP 111
AC 24[28] (+1 Dex, +11 armor (Magic Vestment), +2 shield, [+4 deflection (Shield of Faith)])

Fortitude +12 (+18 with Superior Resistance)
Reflex +9 (+15 with Superior Resistance)
Will +11 (+17 with Superior Resistance)

Skills: Concentration +19(15), Diplomacy +15(9), Jump* +6(5), Sense Motive +15(12), Spellcraft +6(5), Tumble* +7(7cc). Speaks Common and Celestial.

* Armor Check Penalty

Feats: Improved Initiative, Power Attack, Cleave, Combat Expertise, Improved Trip, Extend Spell.

Class Abilities: Weapon Focus: Greatsword, Weapon Specialization: Greatsword, Energy Resistance: Acid, Energy Resistance: Cold.

Spells per Day: (6/7/7/7/7/5/3); Spell DC: 13+Spell Level.
0th - Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Read Magic;
1st - Comprehend Languages, Detect Evil, Divine Favor, Protection from Evil, Shield of Faith, Resurgance [CD];
2nd - Align Weapon, Bull's Strength, Make Whole, Remove Paralysis, Resist Energy, Silence;
3rd - Dispel Magic, Magic Vestment, Stone Shape, Chain of Eyes [CD], Vigor [CD], Blindsight [SS];
4th - Death Ward, Divine Power, Freedom of Movement, Greater Magic Weapon, Restoration;
5th - Flame Strike, Righteous Might, Spell Resistance, Superior Resistance [SS];
6th - Blade Barrier, Heal, Summon Monster VI.

Equipment: +1 Holy Greatsword, Mithril Full Plate (ACP -3), Ring of Force Shield, Gloves of Dexterity +2, Belt of Health +4, Periapt of Wisdom +2, Cloak of Charisma +2, Boots of Speed, Headband of Disguise, Heward's Handy Haversack, Ring of Sustenance, Potion of Invisibility (4), Potion of Fly (2), Wand of Cure Light Wounds (50 charges), Diamond Dust (500gp), Silver Holy Symbol of Kord (2), 350gp.

Bye
Thanee
 
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Well, I'd need to see the Complete Divine spells before I okayed them, but otherwise it looks good. I myself would have split the belt into +2 to Str and Con, given the number of melee-focused feats, but either way works.
 

I had +4 strength gauntlets in there before, but dropped them to afford the boots of speed. Considering how many cleric spells grant an enhancement bonus to strength (especially Divine Power, but also Bull's Strength (lasts 24 minutes extended, not too bad)), and a temporary increase is absolutely sufficient there, a strength enhancing item isn't really needed. Constitution, however, benefits greatly from a permanent increase.

The Favored Soul basically needs all six attributes, altho Dex and Int are only of minor importance (Int mostly for Combat Expertise). ;)

With only two rounds of buffing (Divine Power, Righteous Might), this character has a strength of 28. :p

BTW, the Energy Resistance class ability grants 10 points of resistance. I've chosen acid and cold, since it fits to a good-aligned character, and she can cast Resist Energy for the more common elements (fire and lightning), which grants 30 points of resistance.


Complete Divine Spells:

Resurgance is an instantaneous spell, that grants a second save to the target (touch range) against an ongoing magical effect (i.e. dominate), to shrug it off, tho it does not heal any damage done so far. Pretty cool for a first level spell, altho the target still has to make the save, it's a good chance usually.

Chain of Eyes let's you see through another creatures eyes for 1 hour/level and whenever that creature touches someone, you can move the sensor to that creature (the spell has a Will negates save, so I guess every creature has a save against this). A bit random, since you usually have no control over whom the creature touches, but it can also be useful, if you cast it on your allies, if they are scouting, for example. You can also switch back and forth between your own senses and the sensor.

Vigor gives fast healing 2 for 10 rounds + 1 round/level (max 25 rounds total). Heals about twice as much as Cure Serious on average, but takes time to do so. Since she has Heal for the quick replenishment, that seems like the perfect addition. Also, this spell seems to be cool to cast at the beginning of a combat (if there is enough time to do so), and it works nicely with Extend Spell, too. :)


Anyways, this is just an idea. :D

If Matt doesn't like it... well, it's his character not mine.

I just thought this might be roughly what he is looking for, a good spellcasting fighter with great buffs and some nice utility spells. :)

Bye
Thanee
 
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Resurgence clearly needs some limiting factors; only one casting per effect, and ineffective on effects of Permanent or Instantaneous duration, seems reasonable. The other two are fine.
 

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